Game Stream Predicted Frames for Connection Gap Filling

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Solution Overview

Problem

Video game streaming experiences gaps and delays due to connection loss or latency, affecting user experience and game play, particularly in fast-paced games where audio and visual cues are crucial for progression.

Innovation Solution

Implement a prediction engine at both the client device and server to generate predicted frames or inputs based on current game state, storing them in buffers to fill gaps when connection issues occur, ensuring seamless game content and input transmission.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If the server transmits streaming content in real-time, then the game content is delivered with minimal delay, but connection drops or latency cause gaps in the transmitted frames

Engineering Contradiction:
Improvetransmission speedVSAvoidcontinuous transmission
Core Design Contradiction:
SpeedVSReliability

Solution Approach 1:

The system performs preliminary action by generating and buffering predicted frames before they are actually needed. When connection drops occur, these pre-generated frames are already available in the buffer to fill the gaps, eliminating the need for real-time generation during connection issues and ensuring continuous playback without gaps

Inventive Principle:
Principle #10Preliminary action

2Reliability

If the server generates and transmits all frames continuously, then no gaps occur in the streaming content, but network bandwidth is wasted during connection drops

Engineering Contradiction:
Improvecontinuous content deliveryVSAvoidnetwork bandwidth usage
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system generates predicted frames in advance and stores them in a buffer based on current game state analysis. When connection drops are detected, the system switches to using these pre-generated frames from the buffer, avoiding the need to transmit actual real-time frames over the network during connection issues, thus saving bandwidth while maintaining continuous content delivery

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates copies of predicted frames based on current game state and stores them in a buffer. These copied frames serve as substitutes for actual real-time frames when connection drops occur, allowing the system to maintain visual continuity without consuming network bandwidth for transmitting unused frames during connection issues

Inventive Principle:
Principle #26Copying

3Reliability

If the system buffers frames to fill connection gaps, then gaps are filled during connection drops, but latency increases for subsequent frames

Engineering Contradiction:
Improvegap fillingVSAvoidframe latency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system dynamically adjusts its operation based on connection status. During normal connection, it operates in real-time mode with minimal buffering. When connection drops are detected, it dynamically switches to buffer mode, using pre-generated frames to fill gaps. This dynamic adaptation ensures gap filling during issues while minimizing latency during normal operation

Inventive Principle:
Principle #15Dynamics

4Reliability

If the server re-generates lost content upon detecting gaps, then complete game content is delivered, but significant latency occurs degrading user experience

Engineering Contradiction:
Improvecontent completenessVSAvoidlatency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary generation of predicted frames based on current game state analysis and stores them in a buffer before connection drops occur. When gaps are detected due to connection issues, these frames are already available for immediate use, eliminating the need for time-consuming re-generation and avoiding the significant latency that would result from waiting to re-create lost content

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12472429B2Filling in frames using prediction for when connection drops
Publication Date: 2025.11.18 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12472429B2 patent drawing
  • US12472429B2 patent drawing
  • US12472429B2 patent drawing

AI summary

Methods and system for providing streaming content of a video game at a client device includes receiving frames of streaming content from a game server. The frames represent a current game state. The frames are analyzed to generate predicted frames that are likely to occur following the current frames. The predicted frames are stored in a prediction frame buffer and used to fill any gaps in subsequent frames representing subsequent game state received from the game server.